// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
+ buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
// Initialize with a generated placeholder texture
- buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
+ buf->getMaterial().setTexture(0, tsrc->getTexture(""));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
return false;
}
+ bool collideWithObjects() {
+ return m_prop.collideWithObjects;
+ }
+
void initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
if(player && player->isLocal()){
m_is_local_player = true;
}
+ m_env->addPlayerName(m_name.c_str());
}
}
~GenericCAO()
{
+ if(m_is_player){
+ m_env->removePlayerName(m_name.c_str());
+ }
}
static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw("unknown_block.png"));
+ tsrc->getTexture("unknown_node.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(env,env->getGameDef(),
pos_max_d, box, stepheight, dtime,
- p_pos, p_velocity, p_acceleration);
+ p_pos, p_velocity, p_acceleration,
+ this, m_prop.collideWithObjects);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
{
if(m_prop.visual == "sprite")
{
- std::string texturestring = "unknown_block.png";
+ std::string texturestring = "unknown_node.png";
if(m_prop.textures.size() >= 1)
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
- tsrc->getTextureRaw(texturestring));
+ tsrc->getTexture(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
if(texturestring == "")
continue; // Empty texture string means don't modify that material
texturestring += mod;
- video::ITexture* texture = tsrc->getTextureRaw(texturestring);
+ video::ITexture* texture = tsrc->getTexture(texturestring);
if(!texture)
{
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
}
// Set material flags and texture
- m_animated_meshnode->setMaterialTexture(i, texture);
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+ material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
{
for (u32 i = 0; i < 6; ++i)
{
- std::string texturestring = "unknown_block.png";
+ std::string texturestring = "unknown_node.png";
if(m_prop.textures.size() > i)
texturestring = m_prop.textures[i];
texturestring += mod;
- AtlasPointer ap = tsrc->getTexture(texturestring);
- // Get the tile texture and atlas transformation
- video::ITexture* atlas = ap.atlas;
- v2f pos = ap.pos;
- v2f size = ap.size;
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setTexture(0, atlas);
- material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
- material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+ material.setTexture(0,
+ tsrc->getTexture(texturestring));
+ material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
+ tsrc->getTexture(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
- tsrc->getTextureRaw(tname));
+ tsrc->getTexture(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest